Maximus Wolf, on 25 January 2016 - 05:43 AM, said:
It's not a mechwarrior game any more. It was while there were no clans. But now it's big stompy robots, not a Mechwarrior.
That depends solely on your own, subjective meaning of a "Mechwarrior game". Mind me, I've never were involved with table-top, neither I were interested by Battletech novels, but I've experienced the most Mechwarrior games, and most things, which differentiate MWO from them, would make it even harder to play if implemented. By my standards it is, so I only left to wonder by which categories you consider it not being as such.
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Clan tech was always superior, it the way it should be. Both in lore and other games.
Again, it's PGI's concern what should or shoud not be what. By lore and other games, Clan-tech was superior to stock models of IS mechs, and were ever defeated by the amount of dead bodies and dirty tricks thrown at them. None of that is an acceptable approach for MWO. In MWO highly-optimized Clan Mechs are fought by Mercenaries with maximized IS technology, and in CW only used to disable planetary defenses, so that conventional forces can be deployed on a planet.
Clan-tech was superior because it were given to single player for crushing AI opponents. This will never ever work with other live players.
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There are other ways to make party equal besides nerfing what should be supreme.
Yeah yeah, 12v10 an sh*t. It's not gonna happen. Very few would agree to play with a faction, each player of which worth less, than in another faction. It will also be impossible to balance.
Unless you're talking about buffing IS internal properties instead, which I've argued for since last March. Barely a single clanner saw a value in what I proposed, even though I've did and do it for their good. It leaves me disappointed in them.
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What the point of paying x2-3 price for mech, if they are equal?
Clan mechs worth the same as IS mechs. Is only can get higher returns by selling variants of Mechs, while Clans can have a single frame with all the omnipods, selling duplicate frames and omnipods to their heart's content - they still retain full customization options in a single Mechbay. Clan Omnis, that has fewer Upgrades installed, also worth less to buy.
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Last weekend I've installed and played for couple of days good old fashioned MW4 Mercs (MekTek 3.1) and it felt way more MechWarrior game than MWO even given the fact that it's 15-years old game. Gosh, I love those hardpoints.
Good for you. What's the point?
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I admit, that there are a lot of things where clans have pure advantage (especially in ER-SL, I just love them), I don't deny the truth. I just want things different and I have feeling that game is going the opposite direction of what it should be.
And yet you cannot readily tell what exactly you want it to be. I can write a 5 page thesis of what should be done and why, but I've already did that in some places.
You all just ramble about how Clan mechs are not easy-mode anymore, basically. All you argue about is "unnerf", which will bring us to exactly the last CW situation, where CJF penetrated all the way trough to Capellan Confederation, being driven by mechs, that require neither expertise, nor player skills, nor combined-arms tactics to win games with.
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ch3sn0k, on 25 January 2016 - 09:54 AM, said:
Gauss is 12 tons + ammo. Thats a CLPL plus six double heat sinks. CLPL deals less damage per shot, but it is by orders of magnitude easier to deal damage with, just as pinpoint and does not require ammo. How can a sane person use a GR in it's place? Or better yet, try to use a charging up gauss to compete with instahit ERLL snipers, or even IS gauss snipers like Jagermechs with their high mounts.
CLPL has maximum range of 730 meters, Gauss has it at 1980 meters.
You charge-up Gauss while you're leaving cover, and fire either the target you've already noted, or follow their laser trail right into CT. Then you twist to spread the damage and cover-up. Rince and repeat. Gosh, in most cases ERLLs are fired from range where damage is so negligible, that I don't bother getting into cover to begin with. And IS Gauss sniper Jagermech is exactly what I use regularly. I'm good at it, even compared to my unit's peers, because I get a lot of practice. If our opponents are not forced into permanent hiding, I can end up coring-out 3 to 4 mechs using only one.
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Firing LRMs does not force anyone into anything. The sniper still fires off his lasers and goes back behind cover.
Which is exactly the point. When the sniper comes back, there's people waiting for him by tracking the LRM impact location.
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So you took an LRM loadout and were useless in a straight up fight, and didn't use your armor to spread damage from your teammates to boot. How is this teamwork?
It depends on your mech and loadout. Mediums are not good for tanking damage to begin with, and there's Medium class mechs for both factions, that are great LRM platforms, and nobody is sanely going to blame you for not doing things you're not supposed to. Whether or not you're going to take a heavier mech with armor sufficient for spreading damage and having supplementary weapons for helping in direct combat, is up to you, or to your drop commanders.
Finally, a single mech in an organized team is not a great diminisher neither to tanking capability, nor to direct combat power - sometimes it's even impossible to provide that advantage due to map limitations.
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At least with lasers you have a fighting chance instead of trying to peashoot your way though armored and structure quirked side torsi.
Sure, if you're only capable of managing instant-hit weapons. Power of lasers is an illusion, the real damage output of which is insignificant, compared to what SRMs and UACs actually do. But you choose a stack of weapons, that fire two one-button alpha-strikes and then renders you disfunctional for 15 seconds, simply because it is
easier to use. Major f****ing League Gaming right here. That misconception is what makes your gameplay so difficult.
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I just love the hypocrisy of that statement. How many clan mechs have a humanoid profile with small CT, high side torso mounts and shielding arms? Summoner? Hellbringer? Executioner? Gargoyle? Oh wait, they all suck, big surprise.
Everything sucks when you only bother about disadvantages. Also, even competetive Clan players have not a clue about combined arms tactics, which is why they're only capable of making the use of mechs, that are severely undersized.
I had no practice with most Omni's, but at least as an observer I wouldn't consider Hellbringer bad. Others - maybe, but when you have everyone trying to use every Omnimech for laser-vomit poking, no wonder they suck. These mechs are better for completely different purposes, just as IS mechs are.Either way, Clans have plently of undersized, mobile mechs, while IS mechs are bulky and relatively slow, provided they trying to meet either decent firepower ratings or similar survivability levels.
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No they are not. Lateral target movement pretty much halves your damage output.
Really? How?
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Opponent will use your weapons' disadvantages to the fullest.
Which is exactly what Clanners should do, when they encounter predictable behavior, and what you seem to not being able to understand. What's in your control is to use advantages of your weapons, not to account for every weapon choice your enemy can potentially make. A sniper rifle is not used because it is heavy and useless in close-quarters. It is used because it can punch holes in people from over 500 meters.
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I see the projectile hit the mech and see no damage dealt on the display. Or I see the red hit indicator and see no damage dealt. Or I see the slow as hell movement speed of the projectile which pretty much makes it useless to try and outrange pulse lasers with it.
I simply cannot relate myself to your issues.
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My, and many others' opinion happens to be the opposite.
Which is why I question other's practical expertise. Sure, Flamers are junk with nothing but minimum values across the board. Sure, Machineguns are awful with very low base damage values. Sure, IS Small Lasers has unforgivingly low range. Sure, lower-end ACs has too steep DPS loss, that is not compensated with their range. Other than that, I see all weapons having their place in CW for specific purposes.
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Blah-blah-blah. PGI has nerfed everything in clans' toolbox. Might as well finish the job and slap the last remaining decent chassis' with negative quirks or more vital systems like locked in jump jets and MASC.
PGI never nerfed clan's AC's, they've buffed them by reducing burst volume. PGI never nerfed SRMs, they reduced their spread. Everything PGI nerfed was heavily abused for inequal returns. And nobody is arguing, that Clans need another nerf, so stop pretending like I do.
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Which is exactly what IS mechs are doing now. quod licet jovi, non licet bovi
It's not nearly as effective and abusive, as it was with Clans, that executed XL-driven IS mechs with a single burst.
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Specialization always beats general purpose. Right now IS is much better at brawling and much better at sniping. And all CW maps have an abundance of cover, most fights are decided at 200-400m. How are clans supposed to compete again? By outskilling level design?
By using proper tools for the job. And, by using their advantages to an effect, not by ignoring them and whining how's there's only disadvantages afterwards. Finally, by actually trying to learn and acquire expertise on practice, not by following conclusions of dimwit metafags.
Edited by DivineEvil, 25 January 2016 - 03:41 PM.